Author Topic: Source forts: suggestions  (Read 2040 times)

August 11, 2005, 11:22:06 PM
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confused!

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Ok, today i decided to make a source forts map.

i havent played it very much yet. So, i have some important questions.

1. How big should the map be? right now the server is running at 10 players max and that is my target. how small is too small?

2. how much should separate the forts, or, should I have a no mans land?

3. should there be a way to get around the forts? like the rafters in that one level?

4. any one object to outside?

5. why did the soviets have to make such freaking huge nucler reactors?

finally,

6.  Why does it seem like no one who maps for this game understands vis?


also if you have an additonal suggestion, please let me know.

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August 12, 2005, 01:18:39 AM
Reply #1

Nooblet

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Fused Ill work with you tell you about some good prefabs and work on a concept. Sound good for you?

Got a lot of SF knowlage and I know the what needs to be there.
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August 12, 2005, 02:21:26 AM
Reply #2

SwiftSpear

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1. Some of the more successful SF maps are huge, and basicly just have tonnes of space for people to snipe at eachother with SMGs from exobidant ranges.  For some reason SF doesn't like player numbers, never has.  Later versions plan on fixing it.  At the moment I say size is most dependent on how far away from eachother you want players to be when they start shooting at eachother.  They don't need to be big to be fun.

2. Everyone does a no mans land, I don't know if there is a way to not do one.  If you make coradoors it becomes too easy to restrict movement with 1-2 well placed blocks, and non noman's land maps so far have all been gimickey as hell.  Personally I'd like to see more inovation used and the no man's land attraction minimized, but I don't really know a good alternitive off the top of my head.

3. I always like these, because they force more complicated fort building.  Up to you, but I'd try to be a little more creative then just puting rafters in.

4. Nope, if it looks good outside is fine.  SF maps have a sick characteristic of not having any immersive value at all.  I'd like that to change

5. Because they once exploded one and they don't want that to happen again really...

6. I don't think people understand how source vis works.  They assume that since it's a new engine they can just cram exorbidant detail everywhere all visable at the same time and it won't kill people's PC's.  I really don't know enough to comment much on it when people are doing bad vis stuff.
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August 12, 2005, 03:42:20 PM
Reply #3

confused!

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map has been uplaoded, in a veryprimitive sourceforts-esque stage. fully playable.

http://www.confusionville.net/maps/sf_0.bsp

edit:

« Last Edit: August 12, 2005, 03:55:29 PM by confused! »
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August 30, 2005, 02:03:38 AM
Reply #4

Nooblet

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Looks very very dark....

Also fused I have concept of a map I been working on the I would like to get together with you can hammer out in hammer.
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August 30, 2005, 05:04:09 AM
Reply #5

SwiftSpear

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nice fused, very nice...  A few things to think about...

- every map does a no mans land, what makes your map different is what you do with your no man's land...

- architextural features to work off of and build around are fun, normal maps are not.

- if you make an area of the base easy to wall off, most likely players will find a way to wall it off.  Spawns, ammo crates and the flag shouldn't be easily blockable, if a team intends to block them all in they should have to work hard at it.

- Spawns don't belong places where people are likely to build, building blocks don't belong on the flag, and unmarked func_nobuilds just don't belong.

personally I'd like to see some catwalking and trenching but that's just me.
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August 30, 2005, 10:22:18 AM
Reply #6

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Don't proclaim your map finished until it has been extensively tested. Something that needs fixing will turn up.

Spawn areas must never be reachable by grenades, rockets, or even worse, direct gunfire from the enemy base. A spawn room with a one-way door seems to work best. Two doors to choose from would also be nice so the enemy can't keep their guns trained on the door and wait for you to come out.

August 30, 2005, 12:13:33 PM
Reply #7

confused!

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so, you guys actually seem to think i should do work on this map again?

give me some time to drink some breakfast and then ill look into it.

i also should really put some ammo crates etc in .


but yeah. guinness for breakfast here i come.
« Last Edit: August 30, 2005, 12:14:08 PM by confused! »
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August 30, 2005, 02:37:30 PM
Reply #8

SwiftSpear

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Quote
so, you guys actually seem to think i should do work on this map again?

give me some time to drink some breakfast and then ill look into it.

i also should really put some ammo crates etc in .


but yeah. guinness for breakfast here i come.
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Hell yes, Sunny D has a stableish server running, SF 1.9 is getting closer to compleation every day, and good SF maps are still pretty hard to find.
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August 31, 2005, 10:48:50 PM
Reply #9

Fewlio

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I'm sticking with my "it's dark like doom 3" statement, make it in the evening not midnight! Bumpy terrain is really annoying when trying to setup forts too, but varying heights is no problem :D.

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